cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"};
cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
+cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
+cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"};
+
cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
VectorAdd(vieworg, cl.punchvector, vieworg);
if (cl.stats[STAT_HEALTH] > 0)
{
- double xyspeed, bob;
-
- xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
- if (cl_bob.value && cl_bobcycle.value)
- {
- float cycle;
- // LordHavoc: this code is *weird*, but not replacable (I think it
- // should be done in QC on the server, but oh well, quake is quake)
- // LordHavoc: figured out bobup: the time at which the sin is at 180
- // degrees (which allows lengthening or squishing the peak or valley)
- cycle = cl.time / cl_bobcycle.value;
- cycle -= (int) cycle;
- if (cycle < cl_bobup.value)
- cycle = sin(M_PI * cycle / cl_bobup.value);
- else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
- // bob is proportional to velocity in the xy plane
- // (don't count Z, or jumping messes it up)
- bob = xyspeed * cl_bob.value;
- bob = bob*0.3 + bob*0.7*cycle;
- vieworg[2] += bound(-7, bob, 4);
- }
-
- if (cl_bob.value && cl_bobmodel.value)
- {
- // calculate for swinging gun model
- // the gun bobs when running on the ground, but doesn't bob when you're in the air.
- // Sajt: I tried to smooth out the transitions between bob and no bob, which works
- // for the most part, but for some reason when you go through a message trigger or
- // pick up an item or anything like that it will momentarily jolt the gun.
- vec3_t forward, right, up;
- float bspeed;
- float s;
- float t;
-
- s = cl.time * cl_bobmodel_speed.value;
- if (cl.onground)
- {
- if (cl.time - cl.hitgroundtime < 0.2)
- {
- // just hit the ground, speed the bob back up over the next 0.2 seconds
- t = cl.time - cl.hitgroundtime;
- t = bound(0, t, 0.2);
- t *= 5;
- }
- else
- t = 1;
- }
- else
- {
- // recently left the ground, slow the bob down over the next 0.2 seconds
- t = cl.time - cl.lastongroundtime;
- t = 0.2 - bound(0, t, 0.2);
- t *= 5;
- }
-
- bspeed = bound (0, xyspeed, 400) * 0.01f;
- AngleVectors (gunangles, forward, right, up);
- bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
- VectorMA (gunorg, bob, right, gunorg);
- bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
- VectorMA (gunorg, bob, up, gunorg);
- }
-
float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value;
// gun model leaning code
VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
- // gun model following code
+ // gun model following code
- if(gunorg_follow[0] < vieworg[0])
- {
- if(vieworg[0] - gunorg_follow[0] > 5)
- gunorg_follow[0] = vieworg[0] - 5;
- else
- gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * 5 * ef_speed;
- }
- if(gunorg_follow[0] > vieworg[0])
- {
- if(gunorg_follow[0] - vieworg[0] > 5)
- gunorg_follow[0] = vieworg[0] + 5;
- else
- gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * 5 * ef_speed;
- }
+ if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
+ {
+ if(gunorg_follow[0] < vieworg[0])
+ {
+ if(vieworg[0] - gunorg_follow[0] > cl_followmodel_side_limit.value)
+ gunorg_follow[0] = vieworg[0] - cl_followmodel_side_limit.value;
+ else
+ gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * cl_followmodel_side_speed.value * ef_speed;
+ }
+ if(gunorg_follow[0] > vieworg[0])
+ {
+ if(gunorg_follow[0] - vieworg[0] > cl_followmodel_side_limit.value)
+ gunorg_follow[0] = vieworg[0] + cl_followmodel_side_limit.value;
+ else
+ gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * cl_followmodel_side_speed.value * ef_speed;
+ }
- if(gunorg_follow[1] < vieworg[1])
- {
- if(vieworg[1] - gunorg_follow[1] > 5)
- gunorg_follow[1] = vieworg[1] - 5;
- else
- gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * 5 * ef_speed;
- }
- if(gunorg_follow[1] > vieworg[1])
- {
- if(gunorg_follow[1] - vieworg[1] > 5)
- gunorg_follow[1] = vieworg[1] + 5;
+ if(gunorg_follow[1] < vieworg[1])
+ {
+ if(vieworg[1] - gunorg_follow[1] > cl_followmodel_side_limit.value)
+ gunorg_follow[1] = vieworg[1] - cl_followmodel_side_limit.value;
+ else
+ gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * cl_followmodel_side_speed.value * ef_speed;
+ }
+ if(gunorg_follow[1] > vieworg[1])
+ {
+ if(gunorg_follow[1] - vieworg[1] > cl_followmodel_side_limit.value)
+ gunorg_follow[1] = vieworg[1] + cl_followmodel_side_limit.value;
+ else
+ gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * cl_followmodel_side_speed.value * ef_speed;
+ }
+ }
else
- gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * 5 * ef_speed;
- }
+ {
+ gunorg_follow[0] = vieworg[0];
+ gunorg_follow[1] = vieworg[1];
+ }
- if(gunorg_follow[2] < vieworg[2])
- {
- if(vieworg[2] - gunorg_follow[2] > 5)
- gunorg_follow[2] = vieworg[2] - 5;
- else
- gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * 5 * ef_speed;
- }
- if(gunorg_follow[2] > vieworg[2])
- {
- if(gunorg_follow[2] - vieworg[2] > 5)
- gunorg_follow[2] = vieworg[2] + 5;
+ if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
+ {
+ if(gunorg_follow[2] < vieworg[2])
+ {
+ if(vieworg[2] - gunorg_follow[2] > cl_followmodel_up_limit.value)
+ gunorg_follow[2] = vieworg[2] - cl_followmodel_up_limit.value;
+ else
+ gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * cl_followmodel_up_speed.value * ef_speed;
+ }
+ if(gunorg_follow[2] > vieworg[2])
+ {
+ if(gunorg_follow[2] - vieworg[2] > cl_followmodel_up_limit.value)
+ gunorg_follow[2] = vieworg[2] + cl_followmodel_up_limit.value;
+ else
+ gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * cl_followmodel_up_speed.value * ef_speed;
+ }
+ }
else
- gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * 5 * ef_speed;
- }
+ gunorg_follow[2] = vieworg[2];
+
+ VectorCopy(gunorg_follow, gunorg);
- VectorCopy(gunorg_follow, gunorg);
+ // gun model bobbing code
+
+ double xyspeed, bob;
+
+ xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
+ if (cl_bob.value && cl_bobcycle.value)
+ {
+ float cycle;
+ // LordHavoc: this code is *weird*, but not replacable (I think it
+ // should be done in QC on the server, but oh well, quake is quake)
+ // LordHavoc: figured out bobup: the time at which the sin is at 180
+ // degrees (which allows lengthening or squishing the peak or valley)
+ cycle = cl.time / cl_bobcycle.value;
+ cycle -= (int) cycle;
+ if (cycle < cl_bobup.value)
+ cycle = sin(M_PI * cycle / cl_bobup.value);
+ else
+ cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
+ bob = xyspeed * cl_bob.value;
+ bob = bob*0.3 + bob*0.7*cycle;
+ vieworg[2] += bound(-7, bob, 4);
+ }
+
+ if (cl_bob.value && cl_bobmodel.value)
+ {
+ // calculate for swinging gun model
+ // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+ // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+ // for the most part, but for some reason when you go through a message trigger or
+ // pick up an item or anything like that it will momentarily jolt the gun.
+ vec3_t forward, right, up;
+ float bspeed;
+ float s;
+ float t;
+
+ s = cl.time * cl_bobmodel_speed.value;
+ if (cl.onground)
+ {
+ if (cl.time - cl.hitgroundtime < 0.2)
+ {
+ // just hit the ground, speed the bob back up over the next 0.2 seconds
+ t = cl.time - cl.hitgroundtime;
+ t = bound(0, t, 0.2);
+ t *= 5;
+ }
+ else
+ t = 1;
+ }
+ else
+ {
+ // recently left the ground, slow the bob down over the next 0.2 seconds
+ t = cl.time - cl.lastongroundtime;
+ t = 0.2 - bound(0, t, 0.2);
+ t *= 5;
+ }
+
+ bspeed = bound (0, xyspeed, 400) * 0.01f;
+ AngleVectors (gunangles, forward, right, up);
+ bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
+ VectorMA (gunorg, bob, right, gunorg);
+ bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
+ VectorMA (gunorg, bob, up, gunorg);
+ }
}
}
// calculate a view matrix for rendering the scene
Cvar_RegisterVariable (&cl_leanmodel_up_speed);
Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+ Cvar_RegisterVariable (&cl_followmodel_side);
+ Cvar_RegisterVariable (&cl_followmodel_side_speed);
+ Cvar_RegisterVariable (&cl_followmodel_side_limit);
+ Cvar_RegisterVariable (&cl_followmodel_up);
+ Cvar_RegisterVariable (&cl_followmodel_up_speed);
+ Cvar_RegisterVariable (&cl_followmodel_up_limit);
+
Cvar_RegisterVariable (&cl_viewmodel_scale);
Cvar_RegisterVariable (&v_kicktime);